winit-sonoma-fix/src/platform_impl/ios/window.rs

616 lines
20 KiB
Rust
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use raw_window_handle::{ios::IOSHandle, RawWindowHandle};
use std::{
collections::VecDeque,
ops::{Deref, DerefMut},
};
use objc::runtime::{Class, Object, BOOL, NO, YES};
use crate::{
dpi::{self, LogicalPosition, LogicalSize},
error::{ExternalError, NotSupportedError, OsError as RootOsError},
event::{Event, WindowEvent},
icon::Icon,
monitor::MonitorHandle as RootMonitorHandle,
platform::ios::{MonitorHandleExtIOS, ScreenEdge, ValidOrientations},
platform_impl::platform::{
app_state, event_loop,
ffi::{
id, CGFloat, CGPoint, CGRect, CGSize, UIEdgeInsets, UIInterfaceOrientationMask,
UIRectEdge, UIScreenOverscanCompensation,
},
monitor, view, EventLoopWindowTarget, MonitorHandle,
},
window::{CursorIcon, Fullscreen, WindowAttributes, WindowId as RootWindowId},
};
pub struct Inner {
pub window: id,
pub view_controller: id,
pub view: id,
gl_or_metal_backed: bool,
}
impl Drop for Inner {
fn drop(&mut self) {
unsafe {
let () = msg_send![self.view, release];
let () = msg_send![self.view_controller, release];
let () = msg_send![self.window, release];
}
}
}
impl Inner {
pub fn set_title(&self, _title: &str) {
debug!("`Window::set_title` is ignored on iOS")
}
pub fn set_visible(&self, visible: bool) {
match visible {
true => unsafe {
let () = msg_send![self.window, setHidden: NO];
},
false => unsafe {
let () = msg_send![self.window, setHidden: YES];
},
}
}
pub fn request_redraw(&self) {
unsafe {
if self.gl_or_metal_backed {
// `setNeedsDisplay` does nothing on UIViews which are directly backed by CAEAGLLayer or CAMetalLayer.
// Ordinarily the OS sets up a bunch of UIKit state before calling drawRect: on a UIView, but when using
// raw or gl/metal for drawing this work is completely avoided.
//
// The docs for `setNeedsDisplay` don't mention `CAMetalLayer`; however, this has been confirmed via
// testing.
//
// https://developer.apple.com/documentation/uikit/uiview/1622437-setneedsdisplay?language=objc
app_state::queue_gl_or_metal_redraw(self.window);
} else {
let () = msg_send![self.view, setNeedsDisplay];
}
}
}
pub fn inner_position(&self) -> Result<LogicalPosition, NotSupportedError> {
unsafe {
let safe_area = self.safe_area_screen_space();
Ok(LogicalPosition {
x: safe_area.origin.x as _,
y: safe_area.origin.y as _,
})
}
}
pub fn outer_position(&self) -> Result<LogicalPosition, NotSupportedError> {
unsafe {
let screen_frame = self.screen_frame();
Ok(LogicalPosition {
x: screen_frame.origin.x as _,
y: screen_frame.origin.y as _,
})
}
}
pub fn set_outer_position(&self, position: LogicalPosition) {
unsafe {
let screen_frame = self.screen_frame();
let new_screen_frame = CGRect {
origin: CGPoint {
x: position.x as _,
y: position.y as _,
},
size: screen_frame.size,
};
let bounds = self.from_screen_space(new_screen_frame);
let () = msg_send![self.window, setBounds: bounds];
}
}
pub fn inner_size(&self) -> LogicalSize {
unsafe {
let safe_area = self.safe_area_screen_space();
LogicalSize {
width: safe_area.size.width as _,
height: safe_area.size.height as _,
}
}
}
pub fn outer_size(&self) -> LogicalSize {
unsafe {
let screen_frame = self.screen_frame();
LogicalSize {
width: screen_frame.size.width as _,
height: screen_frame.size.height as _,
}
}
}
pub fn set_inner_size(&self, _size: LogicalSize) {
unimplemented!("not clear what `Window::set_inner_size` means on iOS");
}
pub fn set_min_inner_size(&self, _dimensions: Option<LogicalSize>) {
warn!("`Window::set_min_inner_size` is ignored on iOS")
}
pub fn set_max_inner_size(&self, _dimensions: Option<LogicalSize>) {
warn!("`Window::set_max_inner_size` is ignored on iOS")
}
pub fn set_resizable(&self, _resizable: bool) {
warn!("`Window::set_resizable` is ignored on iOS")
}
pub fn hidpi_factor(&self) -> f64 {
unsafe {
let hidpi: CGFloat = msg_send![self.view, contentScaleFactor];
hidpi as _
}
}
pub fn set_cursor_icon(&self, _cursor: CursorIcon) {
debug!("`Window::set_cursor_icon` ignored on iOS")
}
pub fn set_cursor_position(&self, _position: LogicalPosition) -> Result<(), ExternalError> {
Err(ExternalError::NotSupported(NotSupportedError::new()))
}
pub fn set_cursor_grab(&self, _grab: bool) -> Result<(), ExternalError> {
Err(ExternalError::NotSupported(NotSupportedError::new()))
}
pub fn set_cursor_visible(&self, _visible: bool) {
debug!("`Window::set_cursor_visible` is ignored on iOS")
}
pub fn set_maximized(&self, _maximized: bool) {
warn!("`Window::set_maximized` is ignored on iOS")
}
Add exclusive fullscreen mode (#925) * Add exclusive fullscreen mode * Add `WindowExtMacOS::set_fullscreen_presentation_options` * Capture display for exclusive fullscreen on macOS * Fix applying video mode on macOS after a fullscreen cycle * Fix compilation on iOS * Set monitor appropriately for fullscreen on macOS * Fix exclusive to borderless fullscreen transitions on macOS * Fix borderless to exclusive fullscreen transition on macOS * Sort video modes on Windows * Fix fullscreen issues on Windows * Fix video mode changes during exclusive fullscreen on Windows * Add video mode sorting for macOS and iOS * Fix monitor `ns_screen` returning `None` after video mode change * Fix "multithreaded" example on macOS * Restore video mode upon closing an exclusive fullscreen window * Fix "multithreaded" example closing multiple windows at once * Fix compilation on Linux * Update FEATURES.md * Don't care about logical monitor groups on X11 * Add exclusive fullscreen for X11 * Update FEATURES.md * Fix transitions between exclusive and borderless fullscreen on X11 * Update CHANGELOG.md * Document that Wayland doesn't support exclusive fullscreen * Replace core-graphics display mode bindings on macOS * Use `panic!()` instead of `unreachable!()` in "fullscreen" example * Fix fullscreen "always on top" flag on Windows * Track current monitor for fullscreen in "multithreaded" example * Fix exclusive fullscreen sometimes not positioning window properly * Format * More formatting and fix CI issues * Fix formatting * Fix changelog formatting
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pub fn set_fullscreen(&self, monitor: Option<Fullscreen>) {
unsafe {
let uiscreen = match monitor {
Some(Fullscreen::Exclusive(video_mode)) => {
let uiscreen = video_mode.video_mode.monitor.ui_screen() as id;
let () = msg_send![uiscreen, setCurrentMode: video_mode.video_mode.screen_mode];
uiscreen
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}
Some(Fullscreen::Borderless(monitor)) => monitor.ui_screen() as id,
None => {
warn!("`Window::set_fullscreen(None)` ignored on iOS");
return;
}
};
// this is pretty slow on iOS, so avoid doing it if we can
let current: id = msg_send![self.window, screen];
if uiscreen != current {
let () = msg_send![self.window, setScreen: uiscreen];
}
let bounds: CGRect = msg_send![uiscreen, bounds];
let () = msg_send![self.window, setFrame: bounds];
// For external displays, we must disable overscan compensation or
// the displayed image will have giant black bars surrounding it on
// each side
let () = msg_send![
uiscreen,
setOverscanCompensation: UIScreenOverscanCompensation::None
];
}
}
Add exclusive fullscreen mode (#925) * Add exclusive fullscreen mode * Add `WindowExtMacOS::set_fullscreen_presentation_options` * Capture display for exclusive fullscreen on macOS * Fix applying video mode on macOS after a fullscreen cycle * Fix compilation on iOS * Set monitor appropriately for fullscreen on macOS * Fix exclusive to borderless fullscreen transitions on macOS * Fix borderless to exclusive fullscreen transition on macOS * Sort video modes on Windows * Fix fullscreen issues on Windows * Fix video mode changes during exclusive fullscreen on Windows * Add video mode sorting for macOS and iOS * Fix monitor `ns_screen` returning `None` after video mode change * Fix "multithreaded" example on macOS * Restore video mode upon closing an exclusive fullscreen window * Fix "multithreaded" example closing multiple windows at once * Fix compilation on Linux * Update FEATURES.md * Don't care about logical monitor groups on X11 * Add exclusive fullscreen for X11 * Update FEATURES.md * Fix transitions between exclusive and borderless fullscreen on X11 * Update CHANGELOG.md * Document that Wayland doesn't support exclusive fullscreen * Replace core-graphics display mode bindings on macOS * Use `panic!()` instead of `unreachable!()` in "fullscreen" example * Fix fullscreen "always on top" flag on Windows * Track current monitor for fullscreen in "multithreaded" example * Fix exclusive fullscreen sometimes not positioning window properly * Format * More formatting and fix CI issues * Fix formatting * Fix changelog formatting
2019-07-30 04:16:14 +10:00
pub fn fullscreen(&self) -> Option<Fullscreen> {
unsafe {
let monitor = self.current_monitor();
let uiscreen = monitor.inner.ui_screen();
let screen_space_bounds = self.screen_frame();
let screen_bounds: CGRect = msg_send![uiscreen, bounds];
// TODO: track fullscreen instead of relying on brittle float comparisons
if screen_space_bounds.origin.x == screen_bounds.origin.x
&& screen_space_bounds.origin.y == screen_bounds.origin.y
&& screen_space_bounds.size.width == screen_bounds.size.width
&& screen_space_bounds.size.height == screen_bounds.size.height
{
Add exclusive fullscreen mode (#925) * Add exclusive fullscreen mode * Add `WindowExtMacOS::set_fullscreen_presentation_options` * Capture display for exclusive fullscreen on macOS * Fix applying video mode on macOS after a fullscreen cycle * Fix compilation on iOS * Set monitor appropriately for fullscreen on macOS * Fix exclusive to borderless fullscreen transitions on macOS * Fix borderless to exclusive fullscreen transition on macOS * Sort video modes on Windows * Fix fullscreen issues on Windows * Fix video mode changes during exclusive fullscreen on Windows * Add video mode sorting for macOS and iOS * Fix monitor `ns_screen` returning `None` after video mode change * Fix "multithreaded" example on macOS * Restore video mode upon closing an exclusive fullscreen window * Fix "multithreaded" example closing multiple windows at once * Fix compilation on Linux * Update FEATURES.md * Don't care about logical monitor groups on X11 * Add exclusive fullscreen for X11 * Update FEATURES.md * Fix transitions between exclusive and borderless fullscreen on X11 * Update CHANGELOG.md * Document that Wayland doesn't support exclusive fullscreen * Replace core-graphics display mode bindings on macOS * Use `panic!()` instead of `unreachable!()` in "fullscreen" example * Fix fullscreen "always on top" flag on Windows * Track current monitor for fullscreen in "multithreaded" example * Fix exclusive fullscreen sometimes not positioning window properly * Format * More formatting and fix CI issues * Fix formatting * Fix changelog formatting
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Some(Fullscreen::Borderless(monitor))
} else {
None
}
}
}
pub fn set_decorations(&self, _decorations: bool) {
warn!("`Window::set_decorations` is ignored on iOS")
}
pub fn set_always_on_top(&self, _always_on_top: bool) {
warn!("`Window::set_always_on_top` is ignored on iOS")
}
pub fn set_window_icon(&self, _icon: Option<Icon>) {
warn!("`Window::set_window_icon` is ignored on iOS")
}
pub fn set_ime_position(&self, _position: LogicalPosition) {
warn!("`Window::set_ime_position` is ignored on iOS")
}
pub fn current_monitor(&self) -> RootMonitorHandle {
unsafe {
let uiscreen: id = msg_send![self.window, screen];
RootMonitorHandle {
inner: MonitorHandle::retained_new(uiscreen),
}
}
}
pub fn available_monitors(&self) -> VecDeque<MonitorHandle> {
unsafe { monitor::uiscreens() }
}
pub fn primary_monitor(&self) -> MonitorHandle {
unsafe { monitor::main_uiscreen() }
}
pub fn id(&self) -> WindowId {
self.window.into()
}
pub fn raw_window_handle(&self) -> RawWindowHandle {
let handle = IOSHandle {
ui_window: self.window as _,
ui_view: self.view as _,
ui_view_controller: self.view_controller as _,
..IOSHandle::empty()
};
RawWindowHandle::IOS(handle)
}
}
pub struct Window {
pub inner: Inner,
}
impl Drop for Window {
fn drop(&mut self) {
unsafe {
assert_main_thread!("`Window::drop` can only be run on the main thread on iOS");
}
}
}
unsafe impl Send for Window {}
unsafe impl Sync for Window {}
impl Deref for Window {
type Target = Inner;
fn deref(&self) -> &Inner {
unsafe {
assert_main_thread!("`Window` methods can only be run on the main thread on iOS");
}
&self.inner
}
}
impl DerefMut for Window {
fn deref_mut(&mut self) -> &mut Inner {
unsafe {
assert_main_thread!("`Window` methods can only be run on the main thread on iOS");
}
&mut self.inner
}
}
impl Window {
pub fn new<T>(
_event_loop: &EventLoopWindowTarget<T>,
window_attributes: WindowAttributes,
platform_attributes: PlatformSpecificWindowBuilderAttributes,
) -> Result<Window, RootOsError> {
if let Some(_) = window_attributes.min_inner_size {
warn!("`WindowAttributes::min_inner_size` is ignored on iOS");
}
if let Some(_) = window_attributes.max_inner_size {
warn!("`WindowAttributes::max_inner_size` is ignored on iOS");
}
if window_attributes.always_on_top {
warn!("`WindowAttributes::always_on_top` is unsupported on iOS");
}
// TODO: transparency, visible
unsafe {
Add exclusive fullscreen mode (#925) * Add exclusive fullscreen mode * Add `WindowExtMacOS::set_fullscreen_presentation_options` * Capture display for exclusive fullscreen on macOS * Fix applying video mode on macOS after a fullscreen cycle * Fix compilation on iOS * Set monitor appropriately for fullscreen on macOS * Fix exclusive to borderless fullscreen transitions on macOS * Fix borderless to exclusive fullscreen transition on macOS * Sort video modes on Windows * Fix fullscreen issues on Windows * Fix video mode changes during exclusive fullscreen on Windows * Add video mode sorting for macOS and iOS * Fix monitor `ns_screen` returning `None` after video mode change * Fix "multithreaded" example on macOS * Restore video mode upon closing an exclusive fullscreen window * Fix "multithreaded" example closing multiple windows at once * Fix compilation on Linux * Update FEATURES.md * Don't care about logical monitor groups on X11 * Add exclusive fullscreen for X11 * Update FEATURES.md * Fix transitions between exclusive and borderless fullscreen on X11 * Update CHANGELOG.md * Document that Wayland doesn't support exclusive fullscreen * Replace core-graphics display mode bindings on macOS * Use `panic!()` instead of `unreachable!()` in "fullscreen" example * Fix fullscreen "always on top" flag on Windows * Track current monitor for fullscreen in "multithreaded" example * Fix exclusive fullscreen sometimes not positioning window properly * Format * More formatting and fix CI issues * Fix formatting * Fix changelog formatting
2019-07-30 04:16:14 +10:00
let screen = match window_attributes.fullscreen {
Some(Fullscreen::Exclusive(ref video_mode)) => {
video_mode.video_mode.monitor.ui_screen() as id
}
Add exclusive fullscreen mode (#925) * Add exclusive fullscreen mode * Add `WindowExtMacOS::set_fullscreen_presentation_options` * Capture display for exclusive fullscreen on macOS * Fix applying video mode on macOS after a fullscreen cycle * Fix compilation on iOS * Set monitor appropriately for fullscreen on macOS * Fix exclusive to borderless fullscreen transitions on macOS * Fix borderless to exclusive fullscreen transition on macOS * Sort video modes on Windows * Fix fullscreen issues on Windows * Fix video mode changes during exclusive fullscreen on Windows * Add video mode sorting for macOS and iOS * Fix monitor `ns_screen` returning `None` after video mode change * Fix "multithreaded" example on macOS * Restore video mode upon closing an exclusive fullscreen window * Fix "multithreaded" example closing multiple windows at once * Fix compilation on Linux * Update FEATURES.md * Don't care about logical monitor groups on X11 * Add exclusive fullscreen for X11 * Update FEATURES.md * Fix transitions between exclusive and borderless fullscreen on X11 * Update CHANGELOG.md * Document that Wayland doesn't support exclusive fullscreen * Replace core-graphics display mode bindings on macOS * Use `panic!()` instead of `unreachable!()` in "fullscreen" example * Fix fullscreen "always on top" flag on Windows * Track current monitor for fullscreen in "multithreaded" example * Fix exclusive fullscreen sometimes not positioning window properly * Format * More formatting and fix CI issues * Fix formatting * Fix changelog formatting
2019-07-30 04:16:14 +10:00
Some(Fullscreen::Borderless(ref monitor)) => monitor.ui_screen() as id,
None => monitor::main_uiscreen().ui_screen(),
};
let screen_bounds: CGRect = msg_send![screen, bounds];
let frame = match window_attributes.inner_size {
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Some(dim) => CGRect {
origin: screen_bounds.origin,
size: CGSize {
width: dim.width as _,
height: dim.height as _,
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},
},
None => screen_bounds,
};
let view = view::create_view(&window_attributes, &platform_attributes, frame.clone());
let gl_or_metal_backed = {
let view_class: id = msg_send![view, class];
let layer_class: id = msg_send![view_class, layerClass];
let is_metal: BOOL =
msg_send![layer_class, isSubclassOfClass: class!(CAMetalLayer)];
let is_gl: BOOL = msg_send![layer_class, isSubclassOfClass: class!(CAEAGLLayer)];
is_metal == YES || is_gl == YES
};
let view_controller =
view::create_view_controller(&window_attributes, &platform_attributes, view);
let window = view::create_window(
&window_attributes,
&platform_attributes,
frame,
view_controller,
);
let result = Window {
inner: Inner {
window,
view_controller,
view,
gl_or_metal_backed,
},
};
app_state::set_key_window(window);
// Like the Windows and macOS backends, we send a `HiDpiFactorChanged` and `Resized`
// event on window creation if the DPI factor != 1.0
let hidpi_factor: CGFloat = msg_send![view, contentScaleFactor];
if hidpi_factor != 1.0 {
let bounds: CGRect = msg_send![view, bounds];
let screen: id = msg_send![window, screen];
let screen_space: id = msg_send![screen, coordinateSpace];
let screen_frame: CGRect =
msg_send![view, convertRect:bounds toCoordinateSpace:screen_space];
let size = crate::dpi::LogicalSize {
width: screen_frame.size.width as _,
height: screen_frame.size.height as _,
};
app_state::handle_nonuser_events(
std::iter::once(Event::WindowEvent {
window_id: RootWindowId(window.into()),
event: WindowEvent::HiDpiFactorChanged(hidpi_factor as _),
})
.chain(std::iter::once(Event::WindowEvent {
window_id: RootWindowId(window.into()),
event: WindowEvent::Resized(size),
})),
);
}
Ok(result)
}
}
}
// WindowExtIOS
impl Inner {
pub fn ui_window(&self) -> id {
self.window
}
pub fn ui_view_controller(&self) -> id {
self.view_controller
}
pub fn ui_view(&self) -> id {
self.view
}
pub fn set_hidpi_factor(&self, hidpi_factor: f64) {
unsafe {
assert!(
dpi::validate_hidpi_factor(hidpi_factor),
"`WindowExtIOS::set_hidpi_factor` received an invalid hidpi factor"
);
let hidpi_factor = hidpi_factor as CGFloat;
let () = msg_send![self.view, setContentScaleFactor: hidpi_factor];
}
}
pub fn set_valid_orientations(&self, valid_orientations: ValidOrientations) {
unsafe {
let idiom = event_loop::get_idiom();
let supported_orientations = UIInterfaceOrientationMask::from_valid_orientations_idiom(
valid_orientations,
idiom,
);
msg_send![
self.view_controller,
setSupportedInterfaceOrientations: supported_orientations
]
}
}
pub fn set_prefers_home_indicator_hidden(&self, hidden: bool) {
unsafe {
let prefers_home_indicator_hidden = if hidden { YES } else { NO };
let () = msg_send![
self.view_controller,
setPrefersHomeIndicatorAutoHidden: prefers_home_indicator_hidden
];
}
}
pub fn set_preferred_screen_edges_deferring_system_gestures(&self, edges: ScreenEdge) {
let edges: UIRectEdge = edges.into();
unsafe {
let () = msg_send![
self.view_controller,
setPreferredScreenEdgesDeferringSystemGestures: edges
];
}
}
pub fn set_prefers_status_bar_hidden(&self, hidden: bool) {
unsafe {
let status_bar_hidden = if hidden { YES } else { NO };
let () = msg_send![
self.view_controller,
setPrefersStatusBarHidden: status_bar_hidden
];
}
}
}
impl Inner {
// requires main thread
unsafe fn screen_frame(&self) -> CGRect {
self.to_screen_space(msg_send![self.window, bounds])
}
// requires main thread
unsafe fn to_screen_space(&self, rect: CGRect) -> CGRect {
let screen: id = msg_send![self.window, screen];
if !screen.is_null() {
let screen_space: id = msg_send![screen, coordinateSpace];
msg_send![self.window, convertRect:rect toCoordinateSpace:screen_space]
} else {
rect
}
}
// requires main thread
unsafe fn from_screen_space(&self, rect: CGRect) -> CGRect {
let screen: id = msg_send![self.window, screen];
if !screen.is_null() {
let screen_space: id = msg_send![screen, coordinateSpace];
msg_send![self.window, convertRect:rect fromCoordinateSpace:screen_space]
} else {
rect
}
}
// requires main thread
unsafe fn safe_area_screen_space(&self) -> CGRect {
let bounds: CGRect = msg_send![self.window, bounds];
if app_state::os_capabilities().safe_area {
let safe_area: UIEdgeInsets = msg_send![self.window, safeAreaInsets];
let safe_bounds = CGRect {
origin: CGPoint {
x: bounds.origin.x + safe_area.left,
y: bounds.origin.y + safe_area.top,
},
size: CGSize {
width: bounds.size.width - safe_area.left - safe_area.right,
height: bounds.size.height - safe_area.top - safe_area.bottom,
},
};
self.to_screen_space(safe_bounds)
} else {
let screen_frame = self.to_screen_space(bounds);
let status_bar_frame: CGRect = {
let app: id = msg_send![class!(UIApplication), sharedApplication];
assert!(
!app.is_null(),
"`Window::get_inner_position` cannot be called before `EventLoop::run` on iOS"
);
msg_send![app, statusBarFrame]
};
let (y, height) = if screen_frame.origin.y > status_bar_frame.size.height {
(screen_frame.origin.y, screen_frame.size.height)
} else {
let y = status_bar_frame.size.height;
let height = screen_frame.size.height
- (status_bar_frame.size.height - screen_frame.origin.y);
(y, height)
};
CGRect {
origin: CGPoint {
x: screen_frame.origin.x,
y,
},
size: CGSize {
width: screen_frame.size.width,
height,
},
}
}
}
}
#[derive(Debug, Copy, Clone, PartialEq, Eq, PartialOrd, Ord, Hash)]
pub struct WindowId {
window: id,
}
impl WindowId {
pub unsafe fn dummy() -> Self {
WindowId {
window: std::ptr::null_mut(),
}
}
}
unsafe impl Send for WindowId {}
unsafe impl Sync for WindowId {}
impl From<&Object> for WindowId {
fn from(window: &Object) -> WindowId {
WindowId {
window: window as *const _ as _,
}
}
}
impl From<&mut Object> for WindowId {
fn from(window: &mut Object) -> WindowId {
WindowId {
window: window as _,
}
}
}
impl From<id> for WindowId {
fn from(window: id) -> WindowId {
WindowId { window }
}
}
#[derive(Clone)]
pub struct PlatformSpecificWindowBuilderAttributes {
pub root_view_class: &'static Class,
pub hidpi_factor: Option<f64>,
pub valid_orientations: ValidOrientations,
pub prefers_home_indicator_hidden: bool,
pub prefers_status_bar_hidden: bool,
pub preferred_screen_edges_deferring_system_gestures: ScreenEdge,
}
impl Default for PlatformSpecificWindowBuilderAttributes {
fn default() -> PlatformSpecificWindowBuilderAttributes {
PlatformSpecificWindowBuilderAttributes {
root_view_class: class!(UIView),
hidpi_factor: None,
valid_orientations: Default::default(),
prefers_home_indicator_hidden: false,
prefers_status_bar_hidden: false,
preferred_screen_edges_deferring_system_gestures: Default::default(),
}
}
}